如何转人物模型?

如何转人物模型?

1、首先要清楚的事情

人物模型的骨骼是遵循valvebip的命名规范的,因此才能被sfm识别成人形骨骼,并且在sfm中表示为红色、绿色(代表左侧和右侧)骨骼,metsrig作用的就是识别valvebip骨骼而生成rig控制点对末端骨骼进行操纵,影响反向骨骼。也就是反向动力学骨骼简称rig。

2、对人物模型转模其实和对物品转模大同小异

仅仅需要做的就是在原有模型的基础上:

1、对模型大小整体进行缩放,blender8小格为肩宽,应用缩放,使缩放比例为1,要保证骨骼和网格都是比例为1。

2、对模型骨骼进行改名,具体可参考以下命名方式

    $definebone函数    |    子级骨骼    |    父级骨骼   

    $definebone "ValveBiped.Bip01_Pelvis" ""

    $definebone "ValveBiped.Bip01_L_Thigh" "ValveBiped.Bip01_Pelvis"

    $definebone "ValveBiped.Bip01_L_Calf" "ValveBiped.Bip01_L_Thigh"

    $definebone "ValveBiped.Bip01_L_Foot" "ValveBiped.Bip01_L_Calf"

    $definebone "ValveBiped.Bip01_L_Toe0" "ValveBiped.Bip01_L_Foot"

    $definebone "ValveBiped.Bip01_R_Thigh" "ValveBiped.Bip01_Pelvis"

    $definebone "ValveBiped.Bip01_R_Calf" "ValveBiped.Bip01_R_Thigh"

    $definebone "ValveBiped.Bip01_R_Foot" "ValveBiped.Bip01_R_Calf"

    $definebone "ValveBiped.Bip01_R_Toe0" "ValveBiped.Bip01_R_Foot"

    $definebone "ValveBiped.Bip01_Spine" "ValveBiped.Bip01_Pelvis"

    $definebone "ValveBiped.Bip01_Spine1" "ValveBiped.Bip01_Spine"

    $definebone "ValveBiped.Bip01_Spine2" "ValveBiped.Bip01_Spine1"

    $definebone "ValveBiped.Bip01_Spine4" "ValveBiped.Bip01_Spine2"

    $definebone "ValveBiped.Bip01_Neck1" "ValveBiped.Bip01_Spine4"

    $definebone "ValveBiped.Bip01_Head1" "ValveBiped.Bip01_Neck1"

    $definebone "ValveBiped.Bip01_L_Clavicle" "ValveBiped.Bip01_Spine4"

    $definebone "ValveBiped.Bip01_L_UpperArm" "ValveBiped.Bip01_L_Clavicle"

    $definebone "ValveBiped.Bip01_L_Forearm" "ValveBiped.Bip01_L_UpperArm"

    $definebone "ValveBiped.Bip01_L_Hand" "ValveBiped.Bip01_L_Forearm"

    $definebone "ValveBiped.Bip01_L_Finger4" "ValveBiped.Bip01_L_Hand"

    $definebone "ValveBiped.Bip01_L_Finger41" "ValveBiped.Bip01_L_Finger4"

    $definebone "ValveBiped.Bip01_L_Finger42" "ValveBiped.Bip01_L_Finger41"

    $definebone "ValveBiped.Bip01_L_Finger3" "ValveBiped.Bip01_L_Hand"

    $definebone "ValveBiped.Bip01_L_Finger31" "ValveBiped.Bip01_L_Finger3"

    $definebone "ValveBiped.Bip01_L_Finger32" "ValveBiped.Bip01_L_Finger31"

    $definebone "ValveBiped.Bip01_L_Finger2" "ValveBiped.Bip01_L_Hand"

    $definebone "ValveBiped.Bip01_L_Finger21" "ValveBiped.Bip01_L_Finger2"

    $definebone "ValveBiped.Bip01_L_Finger22" "ValveBiped.Bip01_L_Finger21"

    $definebone "ValveBiped.Bip01_L_Finger1" "ValveBiped.Bip01_L_Hand"

    $definebone "ValveBiped.Bip01_L_Finger11" "ValveBiped.Bip01_L_Finger1"

    $definebone "ValveBiped.Bip01_L_Finger12" "ValveBiped.Bip01_L_Finger11"

    $definebone "ValveBiped.Bip01_L_Finger0" "ValveBiped.Bip01_L_Hand"

    $definebone "ValveBiped.Bip01_L_Finger01" "ValveBiped.Bip01_L_Finger0"

    $definebone "ValveBiped.Bip01_L_Finger02" "ValveBiped.Bip01_L_Finger01"

    $definebone "ValveBiped.Bip01_R_Clavicle" "ValveBiped.Bip01_Spine4"

    $definebone "ValveBiped.Bip01_R_UpperArm" "ValveBiped.Bip01_R_Clavicle"

    $definebone "ValveBiped.Bip01_R_Forearm" "ValveBiped.Bip01_R_UpperArm"

    $definebone "ValveBiped.Bip01_R_Hand" "ValveBiped.Bip01_R_Forearm"

    $definebone "ValveBiped.Bip01_R_Finger4" "ValveBiped.Bip01_R_Hand"

    $definebone "ValveBiped.Bip01_R_Finger41" "ValveBiped.Bip01_R_Finger4"

    $definebone "ValveBiped.Bip01_R_Finger42" "ValveBiped.Bip01_R_Finger41"

    $definebone "ValveBiped.Bip01_R_Finger3" "ValveBiped.Bip01_R_Hand"

    $definebone "ValveBiped.Bip01_R_Finger31" "ValveBiped.Bip01_R_Finger3"

    $definebone "ValveBiped.Bip01_R_Finger32" "ValveBiped.Bip01_R_Finger31"

    $definebone "ValveBiped.Bip01_R_Finger2" "ValveBiped.Bip01_R_Hand"

    $definebone "ValveBiped.Bip01_R_Finger21" "ValveBiped.Bip01_R_Finger2"

    $definebone "ValveBiped.Bip01_R_Finger22" "ValveBiped.Bip01_R_Finger21"

    $definebone "ValveBiped.Bip01_R_Finger1" "ValveBiped.Bip01_R_Hand"

    $definebone "ValveBiped.Bip01_R_Finger11" "ValveBiped.Bip01_R_Finger1"

    $definebone "ValveBiped.Bip01_R_Finger12" "ValveBiped.Bip01_R_Finger11"

    $definebone "ValveBiped.Bip01_R_Finger0" "ValveBiped.Bip01_R_Hand" 

    $definebone "ValveBiped.Bip01_R_Finger01" "ValveBiped.Bip01_R_Finger0"

    $definebone "ValveBiped.Bip01_R_Finger02" "ValveBiped.Bip01_R_Finger01"

    $definebone "ValveBiped.jiggle_holster" "ValveBiped.Bip01_Pelvis"

    $definebone "ValveBiped.jiggy_hair_ponytail_01" "ValveBiped.Bip01_Head1"

    $definebone "ValveBiped.jiggy_hair_ponytail_02" "ValveBiped.jiggy_hair_ponytail_01"

    $definebone "ValveBiped.jiggy_hair_lsideburn" "ValveBiped.Bip01_Head1"

    $definebone "ValveBiped.jiggy_hair_lbang_01" "ValveBiped.Bip01_Head1"

    $definebone "ValveBiped.jiggy_hair_rbang" "ValveBiped.Bip01_Head1"

    $definebone "ValveBiped.jiggy_hair_rsideburn" "ValveBiped.Bip01_Head1"

    $definebone "ValveBiped.attachment_bandage_armL" "ValveBiped.Bip01_L_Forearm"

    $definebone "ValveBiped.attachment_bandage_legL" "ValveBiped.Bip01_L_Thigh"

    $definebone "ValveBiped.attachment_bandage_legR" "ValveBiped.Bip01_R_Thigh"

    $definebone "ValveBiped.attachment_armL_T" "ValveBiped.Bip01_L_Forearm"

    $definebone "ValveBiped.attachment_armR_T" "ValveBiped.Bip01_R_Forearm"

    $definebone "ValveBiped.weapon_bone" "ValveBiped.Bip01_R_Hand"

    $definebone "ValveBiped.L_weapon_bone" "ValveBiped.Bip01_L_Hand"

    $definebone "ValveBiped.weapon_bone_Clip" "ValveBiped.weapon_bone"

    $definebone "ValveBiped.forward" "ValveBiped.Bip01_Head1"

    $definebone "ValveBiped.Bip01_L_Knee" "ValveBiped.Bip01_L_Thigh"

    $definebone "ValveBiped.hlp_gluteus_L" "ValveBiped.Bip01_L_Thigh"

    $definebone "ValveBiped.Bip01_R_Knee" "ValveBiped.Bip01_R_Thigh"

    $definebone "ValveBiped.Bip01_L_Ulna" "ValveBiped.Bip01_L_Forearm"

    $definebone "ValveBiped.Bip01_L_Wrist" "ValveBiped.Bip01_L_Forearm"

    $definebone "ValveBiped.Bip01_L_Elbow" "ValveBiped.Bip01_L_UpperArm"

    $definebone "ValveBiped.Bip01_L_Bicep" "ValveBiped.Bip01_L_UpperArm"

    $definebone "ValveBiped.Bip01_R_Wrist" "ValveBiped.Bip01_R_Forearm"

    $definebone "ValveBiped.Bip01_R_Ulna" "ValveBiped.Bip01_R_Forearm"

    $definebone "ValveBiped.Bip01_R_Bicep" "ValveBiped.Bip01_R_UpperArm"

    $definebone "ValveBiped.Bip01_R_Elbow" "ValveBiped.Bip01_R_UpperArm"

以上代码删减自l4d2的人物模型qc,要注意的是:模型qc中并不需要手写骨骼函数,mdlstudio、crowbar会在编译时读取骨骼六轴位置并自动生成

3、人物的多部分贴图问题

1、在你收集的模型贴图文件夹看一看,哪些贴图对应身体的哪一部分,此步也可通过查看3d软件的材质

球、材质节点等来查看路径以确定贴图对应关系。

2、在确认关系后,对模型的材质重新命名,命名方式怎么好记怎么来即可。

3、在对模型进行打包以后,就要开始对vmt、vtf的铺路操作,先手动搭建立模型qc中cdmaterials所示的材质文件夹,在其中新建vmt材质文件,基础操作后(详情参考快速转模篇),对贴图文件进行vtf转格式操作,放在vmt的basetexture的读取路径下(当然也可同一文件夹,注意路径的materials根目录要省略)

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